Activating multiple scenes on the same frame after loading them

Is there any way to activate multiple scenes loaded with Addressables on the same frame? No matter if I use activateOnLoad = false and activate on the same frame, if I call handle.WaitForCompletion() on all scenes, if I use weird while loops to wait and sequentially call ActivateAsync, all will either pop an exception or freeze Unity. Is there really no way to do that?

Is there maybe a way I could load the scene data and then use SceneManager.LoadScene? Another method that I did not find? If the only way is through Addressables.LoadSceneAsync and it’s really impossble to activate multiple scenes on the same frame, it’s quite a big limitation in comparison to using the SceneManager methods.

Unfortunately I don’t have an answer, sorry, but I’m curious what the use-case is that requires to activate all scenes during the same frame. Can you elaborate on it?

Well, I’m loading a main World scene and other scenes for the zone in the game that the player is in at start. Previously I made all those scenes start on the same frame so it’s a similar behaviour than when you manually add each scene in the editor and press play. But now with addressables, it seems that every scene has to start a different frame than the previous one, so if I can’t find a way to make this happen, I’ll have to make sure that it will not cause issues because of that new behaviour.